FANDOM


// Returns Item property on hit -> do effect property.  You must specify the on
// hit property constant(IP_CONST_ONHIT_*) and the save DC constant(IP_CONST_ONHIT_SAVEDC_*).
// Some of the item properties require a special parameter as well.  If the 
// property does not require one you may leave out the last one.  The list of
// the ones with 3 parameters and what they are are as follows:
//      ABILITYDRAIN      :nSpecial is the ability it is to drain.  
//                         constant(IP_CONST_ABILITY_*)
//      BLINDNESS         :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      CONFUSION         :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      DAZE              :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      DEAFNESS          :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      DISEASE           :nSpecial is the type of desease that will effect the victim.
//                         constant(DISEASE_*)
//      DOOM              :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      FEAR              :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      HOLD              :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      ITEMPOISON        :nSpecial is the type of poison that will effect the victim.
//                         constant(IP_CONST_POISON_*)
//      SILENCE           :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      SLAYRACE          :nSpecial is the race that will be slain.
//                         constant(IP_CONST_RACIALTYPE_*)
//      SLAYALIGNMENTGROUP:nSpecial is the alignment group that will be slain(ie. chaotic).
//                         constant(IP_CONST_ALIGNMENTGROUP_*)
//      SLAYALIGNMENT     :nSpecial is the specific alignment that will be slain.
//                         constant(IP_CONST_ALIGNMENT_*)
//      SLEEP             :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      SLOW              :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
//      STUN              :nSpecial is the duration/percentage of effecting victim.
//                         constant(IP_CONST_ONHIT_DURATION_*)
itemproperty ItemPropertyOnHitProps(int nProperty, int nSaveDC, int nSpecial=0);

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